// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//	all external data is defined here
//	most of the data is loaded into different structures at run time
//	some internal structures shared by many modules are here
//
//-----------------------------------------------------------------------------

#ifndef __DOOMDATA__
#define __DOOMDATA__

// The most basic types we use, portability.
#include "doomtype.h"

// Some global defines, that configure the game.
#include "doomdef.h"



//
// Map level types.
// The following data structures define the persistent format
// used in the lumps of the WAD files.
//

// Lump order in a map WAD: each map needs a couple of lumps
// to provide a complete scene geometry description.
enum
{
    ML_LABEL,				// A separator, name, ExMx or MAPxx
    ML_THINGS,			// Monsters, items..
    ML_LINEDEFS,			// LineDefs, from editing
    ML_SIDEDEFS,			// SideDefs, from editing
    ML_VERTEXES,			// Vertices, edited and BSP splits generated
    ML_SEGS,				// LineSegs, from LineDefs split by BSP
    ML_SSECTORS,			// SubSectors, list of LineSegs
    ML_NODES,				// BSP nodes
    ML_SECTORS,			// Sectors, from editing
    ML_REJECT,			// LUT, sector-sector visibility
    ML_BLOCKMAP			// LUT, motion clipping, walls/grid element
};


// A single Vertex.
typedef struct
{
    short			x;
    short			y;
} mapvertex_t;


// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
typedef struct
{
    short			textureoffset;
    short			rowoffset;
    char			toptexture[8];
    char			bottomtexture[8];
    char			midtexture[8];
    // Front sector, towards viewer.
    short			sector;
} mapsidedef_t;



// A LineDef, as used for editing, and as input
// to the BSP builder.
typedef struct
{
    short			v1;
    short			v2;
    short			flags;
    short			special;
    short			tag;
    // sidenum[1] will be -1 if one sided
    short			sidenum[2];
} maplinedef_t;


//
// LineDef attributes.
//

// Solid, is an obstacle.
#define ML_BLOCKING				1

// Blocks monsters only.
#define ML_BLOCKMONSTERS		2

// Backside will not be present at all
//	if not two sided.
#define ML_TWOSIDED				4

// If a texture is pegged, the texture will have
// the end exposed to air held constant at the
// top or bottom of the texture (stairs or pulled
// down things) and will move with a height change
// of one of the neighbor sectors.
// Unpegged textures allways have the first row of
// the texture at the top pixel of the line for both
// top and bottom textures (use next to windows).

// upper texture unpegged
#define ML_DONTPEGTOP			8

// lower texture unpegged
#define ML_DONTPEGBOTTOM		16

// In AutoMap: don't map as two sided: IT'S A SECRET!
#define ML_SECRET				32

// Sound rendering: don't let sound cross two of these.
#define ML_SOUNDBLOCK			64

// Don't draw on the automap at all.
#define ML_DONTDRAW				128

// Set if already seen, thus drawn in automap.
#define ML_MAPPED				256




// Sector definition, from editing.
typedef struct
{
    short			floorheight;
    short			ceilingheight;
    char			floorpic[8];
    char			ceilingpic[8];
    short			lightlevel;
    short			special;
    short			tag;
} mapsector_t;

// SubSector, as generated by BSP.
typedef struct
{
    short			numsegs;
    // Index of first one, segs are stored sequentially.
    short			firstseg;
} mapsubsector_t;


// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct
{
    short			v1;
    short			v2;
    short			angle;
    short			linedef;
    short			side;
    short			offset;
} mapseg_t;



// BSP node structure.

// Indicate a leaf.
#define NF_SUBSECTOR	0x8000

typedef struct
{
    // Partition line from (x,y) to x+dx,y+dy)
    short			x;
    short			y;
    short			dx;
    short			dy;

    // Bounding box for each child,
    // clip against view frustum.
    short			bbox[2][4];

    // If NF_SUBSECTOR its a subsector,
    // else it's a node of another subtree.
    unsigned short		children[2];

} mapnode_t;




// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
typedef struct
{
    short				x;
    short				y;
    short				angle;
    short				type;
    short				options;
} mapthing_t;





#endif					// __DOOMDATA__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

